Puzzle battle game

ABSTRACT

A recording medium that stores a game program processing the progress of a puzzle game and a battle game is provided. When executed on a computer including an input surface capable of detecting a touch operation of a user, the game program executes instructions. The instructions include determining whether or not a puzzle selected by the touch operation satisfies predetermined conditions, determining whether or not puzzles selected by the touch operation by drawing a locus on the input surface have the same attribute as one of the predetermined conditions, and displaying a game content for use in the battle game on a screen of the puzzle game when it is determined that the predetermined conditions are satisfied.

TECHNICAL FIELD

This disclosure relates to a recording medium storing a game program,which processes the progress of a puzzle game and a battle game, and thelike.

BACKGROUND

With the spread of electronic devices such as smartphones and tabletterminals, in addition to games for home video game machines, games forelectronic devices are being actively developed. For example, asdisclosed in PUZZLE & DRAGONS (Registered Trademark), Internet(www.gungho.jp/pad/), games in which characters compete with one anotherare being developed.

FIG. 5 is a schematic view illustrating a game screen of a game of therelated art represented by a game disclosed in PUZZLE & DRAGONS. Asillustrated in FIG. 5, a region A1 where a puzzle is displayed and aregion A2 where the process of a battle between characters is displayedare separated on the game screen. For this reason, a battle withcharacters is only based on a secondary result of solving a puzzle, anda strategic characteristic and a sense of immersion when solving apuzzle are degraded.

It could therefore be helpful to provide a recording medium storing agame program capable of realizing a highly interesting strategic gamewith puzzles linked with battles between characters.

SUMMARY

I provide a recording medium for storing a game program which processesthe progress of a puzzle game and a battle game, the game program whenexecuted on a computer including an input surface capable of detecting atouch operation of a user to execute instructions to determine whetheror not a puzzle selected by a touch operation satisfies predeterminedconditions, to determine whether or not puzzles selected by the touchoperation by drawing a locus on the input surface have the sameattribute as one of the predetermined conditions, and displaying a gamecontent for use in the battle game on a screen of the puzzle game whenit is determined that the predetermined conditions are satisfied.

The touch operation of the user refers to an operation of the user tobring a finger or an indicator (for example, a stylus or the like) intocontact with or close to the input surface to provide an input to thecomputer.

I also provide a recording medium, which further executes: erasing thepuzzle and changing the arrangement of other puzzles different from thepuzzle when it is determined that the predetermined conditions aresatisfied, and displaying further other puzzles changed in arrangement.

I also provide a recording medium, which further executes: displayingthe game content on the puzzle in a superimposed manner near a positioncorresponding to the end of the locus.

I also provide a recording medium, which further executes: displayingthe game content near a gauge indicating the cumulative points of thegame content.

I also provide a recording medium, which further executes: determiningwhether or not a predetermined number or more of puzzles are arranged toform a rectangle as one of the predetermined conditions.

I also provide a recording medium, which further executes: awardingpoints according to awarding conditions including a number of puzzlessatisfying the predetermined conditions as one of the conditions,determining whether or not a cumulative value of respective points ofthe game content awarded exceeds a predetermined threshold value, anddisplaying the game content on the puzzle when it is determined that thecumulative value of the points exceeds the predetermined thresholdvalue.

I also provide a recording medium, which further executes: awardingpoints according to the awarding conditions further including at leastone of the number of game contents displayed on the puzzles and a levelof the user as one of the conditions.

I also provide a recording medium, which further executes: generating abenefit having a predetermined effect in the game according to the touchoperation by drawing a locus on the input surface.

I also provide a recording medium, which further executes: processingthe progress of a game in which a first game content, which isselectively provided to the user, is displayed on the screen of thepuzzle game according to progress of the puzzle game, and is used in thebattle game, competes with a second game content which moves in apredetermined direction on the screen of the puzzle game.

I also provide a recording medium, wherein the game content hasdifferent parameters set in advance.

I also provide a recording medium, which further executes: activating apredetermined effect in the game when it is determined that the totalcumulative value of points awarded exceeds a predetermined thresholdvalue.

I also provide a recording medium, wherein the predetermined effect isthat the puzzles are successively erased.

I further provide a method of controlling an information processingapparatus which includes an input surface adapted to detect a touchoperation of a user and processes progress of a puzzle game and a battlegame, the method including a determination step in which a determinationdevice of the information processing apparatus determines whether or nota puzzle selected by a touch operation on the input surface satisfiespredetermined conditions, determining whether or not puzzles selected bythe touch operation by drawing on a locus on the input surface have thesame attribute as one of the predetermined conditions, and a displaystep in which a display device of the information processing apparatusdisplays a game content for use in the battle game on a screen of thepuzzle game when it is determined in the determination step that thepredetermined conditions are satisfied.

I also provide a method, further including: a changing step in which achanging device of the information processing apparatus erasing thepuzzle and changing the arrangement of other puzzles different from thepuzzle when it is determined in the determination step that thepredetermined conditions are satisfied, wherein, in the display step,other puzzles changed in arrangement are further displayed.

I also provide a method wherein, in the display step, the game contentis displayed on the puzzle in a superimposed manner near a positioncorresponding to the end of the locus.

I further provide an information processing apparatus which includes aninput surface adapted to detect a touch operation of a user andprocesses progress of a puzzle game and a battle game comprising adetermination device which determines whether or not a puzzle selectedby a touch operation on the input surface satisfies predeterminedconditions and whether or not puzzles selected by the touch operation bydrawing a locus on the input surface have the same attribute as one ofthe predetermined conditions, and a display device which displays a gamecontent for use in the battle game on a screen of the puzzle game whenthe determination device determines that the predetermined conditionsare satisfied.

I also provide an information processing apparatus, further including: achanging device which erases the puzzle and changes the arrangement ofother puzzles different from the puzzle when the determination devicedetermines that the predetermined conditions are satisfied, wherein thedisplay device further displays other puzzles changed in thearrangement.

According to the recording medium storing a game program, the method ofcontrolling an information processing apparatus, and the informationprocessing apparatus, when a puzzle satisfies predetermined conditions,a game content for use in a battle game is displayed on a screen of apuzzle game. Therefore, according to the recording medium storing a gameprogram and the like, it is possible to provide a highly interestingstrategic game with puzzles linked with battle between game contents.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram illustrating a configuration of a main part ofa mobile terminal according to an example.

FIGS. 2A and 2B are schematic views illustrating an example of a gamescreen displayed on a display unit in the mobile terminal and,specifically, FIG. 2A illustrates an example of a game screen on which alocus is displayed on puzzles, and FIG. 2B illustrates an example of agame screen on which a character is displayed at an ending point of thelocus.

FIG. 3 is a schematic view illustrating an example of a game screendisplayed when a predetermined number or more of puzzles having the samecolor or pattern are arranged adjacent to one another vertically andhorizontally.

FIG. 4 is a flowchart illustrating an example of processing executed bythe mobile terminal.

FIG. 5 is a schematic view illustrating a game screen of a prior artgame.

FIG. 6 is a schematic view illustrating an example of a game screendisplayed on a display unit in the mobile terminal.

FIG. 7 is a schematic view illustrating an example of a game screendisplayed when puzzles are accumulated and a predetermined number ormore of puzzles are erased.

DESCRIPTION OF REFERENCE SIGNS

-   1: locus-   2: rectangle-   6: puzzle-   7 a: character (game content)-   7 b: enemy character (game content)-   8 b: ending point (position corresponding to end of locus)-   11: puzzle determination unit (determination function)-   12: rectangle determination unit (determination function)-   13: benefit generation unit (generation function)-   14: point awarding unit (awarding function)-   15: puzzle change unit (change function)-   16: point determination unit (point determination function)-   17: display output unit (display function, display unit)-   18: determination unit (determination function)-   41: input surface-   100: mobile terminal (computer, information processing apparatus)

DETAILED DESCRIPTION

An example will be described referring to FIGS. 1 to 4.

Outline of Mobile Terminal 100

FIGS. 2A and 2B are schematic views illustrating an example of a gamescreen displayed on a display unit 50 in a mobile terminal 100 and,specifically, FIG. 2A illustrates a game screen D1 on which a locus 1 isdisplayed on puzzles 6, and FIG. 2B illustrates a game screen D2 onwhich a character 7 a is displayed at an ending point 8 b of the locus1.

The mobile terminal 100 is an information processing apparatus(computer) including an input surface 41 adapted to detect a touchoperation of a user and processes the progress of a puzzle game and abattle game using a character (game content).

As illustrated in FIG. 2A, if the user follows the input surface 41(performs a single-stroke touch operation on the input surface 41) usinga finger (or an indicator such as a stylus), the locus 1 connecting atouch-down position on the input surface 41 (a position where touch tothe input surface 41 starts; hereinafter, referred to as “starting point8 a”) to a touch-up position (a position where touch to the inputsurface 41 ends; hereinafter, referred to as “ending point 8 b”) isdrawn on a plurality of puzzles 6, and the plurality of puzzles 6 isselected.

When a plurality of puzzles 6 selected by a touch operation to draw thelocus 1 has the same color or pattern (attribute), the mobile terminal100 erases (deletes) a plurality of puzzles 6 and changes thearrangement of other puzzles 6 different from a plurality of puzzles.

Next, the mobile terminal 100 adds predetermined points according to thenumber of puzzles 6 included in the locus 1 or the like. When acumulative value of the points exceeds a predetermined threshold value,the mobile terminal 100 displays the character 7 a (a game content or afirst game content) for use in a battle game on the puzzle 6 in asuperimposed manner (that is, on the screen of the puzzle game) near theending point 8 b (in a predetermined region including the ending point 8b) as shown in FIG. 2B.

The character 7 a competes (performs a battle with) an enemy character 7b (second game content) which moves in a predetermined direction on thepuzzles 6 (on the screen of the puzzle game). The character 7 a defeatsan enemy character 7 b, whereby it is possible to prevent a game endingcondition (for example, the enemy character 7 b reaches the lowestportion of the game screen D1) from being satisfied and to allow theuser to continue the game.

That is, the mobile terminal 100 displays the game screen D1 on which aregion where puzzles are displayed and a region where the process ofbattle between characters is displayed are integrated (as the gamescreen of the game of the related art illustrated in FIG. 5, the tworegions are not separated). With this, the mobile terminal 100 canprovide a highly interesting strategic game with puzzles linked withbattle between characters.

The mobile terminal 100 does not force the user to move a focus betweenthe two regions. With this, the mobile terminal 100 can provide a senseof immersion in the game to the user.

As described above, the game is a game in which the character 7 a (thecharacter 7 a for use in the battle game) which is displayed on thescreen of the puzzle game according to the progress of the puzzle gamecompetes with the enemy character 7 b which moves (moves in apredetermined direction) on the screen of the puzzle game. However, theconfiguration of the game and the game screen D1 illustrated in thedrawing are merely examples for descriptive purposes, and thisdisclosure is not limited thereto.

Similarly, the character 7 a and the enemy character 7 b may bepredetermined game contents (arbitrary electronic data used by the userin the game) for use in the progress of the puzzle game, and the shape,pattern, color, and the like are not limited to the shape and the likedescribed in the above description and the drawings.

Configuration of Mobile Terminal 100

FIG. 1 is a block diagram illustrating configuration of a main part ofthe mobile terminal 100. As illustrated in FIG. 1, the mobile terminal100 includes an input unit 40 (input surface 41 and input control unit42), a control unit 10 (puzzle determination unit 11, rectangledetermination unit 12, benefit generation unit 13, point awarding unit14, puzzle change unit 15, point determination unit 16, display outputunit 17, and determination unit 18), a display unit 50, and a storageunit 30.

The input unit 40 receives a touch operation of the user. In thisexample, the input unit 40 may be a touch panel adapted to detectmulti-touches. The input unit 40 includes an input surface 41 and aninput control unit 42.

The input surface 41 is a device (for example, a touch surface includedin the touch panel) adapted to detect a position designated by the touchoperation of the user. The input surface 41 outputs coordinateinformation 5 a corresponding to the designated position to the inputcontrol unit 42.

The input control unit 42 retrieves coordinate information 5 a from theinput surface 41 at a predetermined time interval and outputs a seriesof coordinate information 5 a to the puzzle determination unit 11 as thelocus 1. When the coordinate information 5 a is retrieved from the inputsurface 41, the input control unit 42 outputs the coordinate information5 a to the rectangle determination unit 12.

The control unit 10 comprehensively controls the functions of the mobileterminal 100. The control unit 10 includes a determination unit 18(puzzle determination unit 11 and rectangle determination unit 12), abenefit generation unit 13, a point awarding unit 14, a puzzle changeunit 15, a point determination unit 16, and a display output unit 17.

The determination unit (determination function) 18 determines whether ornot a plurality of puzzles 6 selected by the touch operation satisfiespredetermined conditions. The determination unit 18 includes a puzzledetermination unit 11 and a rectangle determination unit 12.

The puzzle determination unit (determination function) 11 determineswhether or not a plurality of puzzles 6 selected by the touch operationto draw the locus 1 on the input surface 41 has the same color orpattern (attribute) as one of the predetermined conditions and outputsthe determined result (determination result 3 a) to the benefitgeneration unit 13, the point awarding unit 14, and the puzzle changeunit 15.

The rectangle determination unit (determination function) 12 determineswhether or not a predetermined number or more of puzzles 6 are arrangedto form a rectangle as one of the predetermined conditions and outputsthe determined result (determination result 3 b) to the puzzle changeunit 15. The rectangle determination unit 12 determines whether or notthe arrangement (information regarding the arrangement is included inchange information 4 c) of the puzzles 6 after the change has been madeto form a predetermined rectangle.

The benefit generation unit (generation function) 13 generates a benefithaving a predetermined effect in the game according to the locus 1 drawnon the input surface 41 and outputs information (benefit information 4a) regarding the generated benefit to the display output unit 17.

The point awarding unit (awarding function) 14 awards points accordingto awarding conditions including the number of puzzles 6 satisfying thepredetermined conditions as one of the conditions. The point awardingunit 14 awards points according to the awarding conditions including atleast one of the number of characters 7 a displayed on the puzzles 6 bythe display output unit 17 and the level of the user as one of theconditions. The point awarding unit 14 outputs information (pointinformation 4 b) regarding the awarded points to the point determinationunit 16.

When the puzzle determination unit 11 determines that the predeterminedconditions are satisfied, the puzzle change unit (change function) 15erases the selected puzzles 6 and changes the arrangement of otherpuzzles 6 different from the puzzles 6. For example, the puzzle changeunit 15 sequentially moves down and arranges other puzzles 6 displayedin the upper portion of the screen from the puzzles 6 such that thepositions at which the puzzles 6 are displayed are filled with otherpuzzles 6. The puzzle change unit 15 outputs information (changeinformation 4 c) regarding the arrangement of puzzles after change tothe display output unit 17.

When the rectangle determination unit 12 determines that the puzzles 6are arranged to form a rectangle, the puzzle change unit 15 erases thepuzzles 6 and changes the arrangement of other puzzles 6 different fromthe puzzles 6 arranged to form a rectangle. In this case, the puzzlechange unit 15 outputs the change information 4 c to the display outputunit 17 and the rectangle determination unit 12.

The point determination unit (point determination function) 16determines whether or not a cumulative value of the points awarded bythe point awarding unit 14 exceeds a predetermined threshold value andoutputs the determined result (determination result 3 c) to the displayoutput unit 17.

When the determination unit 18 (puzzle determination unit 11 orrectangle determination unit 12) determines that the predeterminedconditions are satisfied, the display output unit (display function ordisplay unit) 17 displays the character 7 a for use in the battle gameon the screen of the puzzle game. For example, the display output unit17 displays the character 7 a on the puzzle 6 in a superimposed mannernear a position corresponding to the end of the locus 1 (that is, on thescreen of the puzzle game). The “position corresponding to the end” isan example, and the display output unit 17 can display the character 7 aon the puzzle 6 in a superimposed manner near an arbitrary position (forexample, a starting point, an intermediate point or the like) of thelocus 1. When the point determination unit 16 determines that thecumulative value of the points exceeds the predetermined thresholdvalue, the display output unit 17 displays the character 7 a on thepuzzle 6.

The display output unit 17 further displays other puzzles 6 changed inarrangement by the puzzle change unit 15. The display output unit 17generates information (display information 5 b) regarding a game screen(see FIGS. 2A, 2B, and 3) on which the puzzles 6 are arranged andoutputs the generated information to the display unit 50.

The storage unit 30 is, for example, a storage device which isconstituted by an arbitrary recording medium such as a hard disk, asolid state drive (SSD), a semiconductor memory, or a DVD, and stores agame program capable of controlling the mobile terminal 100 and data.

The display unit 50 is a device that displays a game screen. In thisexample, the display unit 50 may be a liquid crystal display. In FIG. 1,to clearly indicate the functions of the input unit 40 and the displayunit 50, both are shown separately. However, for example, when the inputunit 40 is a touch panel and the display unit 50 is a liquid crystaldisplay, both are constituted as a single body.

Details of Game Screen

As described above referring to FIG. 2A, when the user follows the inputsurface 41 with a finger to draw the locus 1 connecting a plurality ofpuzzles 6 having the same color or pattern vertically, horizontally, orobliquely, the mobile terminal 100 erases (deletes) a plurality ofpuzzles 6 and changes the arrangement of other puzzles 6.

The mobile terminal 100 adds points for each character 7 a according to(1) the number of puzzles 6, (2) the number of characters 7 a of thesame kind already displayed on the puzzles 6, and/or (3) the level ofthe user, and the like. That is, as displayed in the lower portion ofthe game screen D1 illustrated in FIG. 2A, the user can select aplurality of characters 7 a. The mobile terminal 100 adds the points tothe cumulative points of the character 7 a currently selected. In FIG.2A, the cumulative points of the character 7 a are indicated by a gaugeG. The number of appearing characters 7 a may be indicated near thegauge G.

If the gauge G is full (the cumulative points exceed a predeterminedthreshold value), the mobile terminal 100 displays the character 7 acurrently selected at a place (near the ending point 8 b) finallyfollowed by the user (see FIG. 2B). If the enemy character 7 b entersthe range set for each character 7 a, the character 7 a takes apredetermined action to the enemy character 7 b (for example, approachesthe enemy character 7 b and slashes the enemy character 7 b with asword, shoots an arrow toward the enemy character 7 b from a distance,stops the progress of the enemy character 7 b with a shield, tumbleswith the enemy character 7 b, or the like). With this, for example, itis possible to stop the progress of the enemy character 7 b or to forcethe enemy character 7 b to retreat.

That is, the user needs to determine a method of drawing the locus 1including a plurality of puzzles 6 to be erased after selecting theoptimum character 7 a according to the position of the enemy character 7b on the puzzles 6 and the characteristic of the character 7 a andconsidering a position at which the character 7 a should be displayed.Therefore, the mobile terminal 100 can provide a highly interestingstrategic game with puzzles linked with battle between characters.

The mobile terminal 100 can provide an enemy character notificationregion P on the game screen D1 and can notify the user of the number ortype of enemy characters 7 b coming into the puzzles 6 in the enemycharacter notification region P. With this, since the mobile terminal100 can request the user to cope with a coming enemy character 7 b, itis possible to give the user a sense of tension in the game.

In the above description, although a configuration in which the enemycharacters 7 b sequentially appears downwardly from above of the gamescreen D1 has been described, all of the enemy characters 7 b may appearsimultaneously at the start of the game, or the enemy characters 7 b mayappear in a formation. The mobile terminal 100 may notify the user ofthe position where the enemy character 7 b appears. For example, onepoint on the puzzles 6 of the game screen D1 blinks, whereby the usercan know the position where the enemy character 7 b appears.

The user taps an item button B, thereby selecting or using apredetermined item. The item includes an item having an effect of (1)stopping the motion of the enemy character 7 b, (2) changing thearrangement to easily erase the puzzles 6, (3) causing damage to anenemy, (4) increasing the number of selectable characters 7 a, (5)doubling points obtained by erasing the puzzles 6, (6) lowering thepredetermined threshold value to display the character 7 a, (7)providing an experience value to the character 7 a or the like. That is,the mobile terminal 100 provides the user with an item to make the gameadvantageous, whereby it is possible to render the game more accessibleand expand the base of users.

The current level of the user is indicated by a level display L. Thelevel increases according to a score (indicated by a score display S)acquired when the user plays and progresses in the game. The mobileterminal 100 can provide a previous score or a score acquired by anotheruser to be readable by the user. With this, the mobile terminal 100 canstimulate a user's aspiration over the game.

A current stage is indicated by a stage display W. The user plays andprogresses in the game, whereby the number of stages increases and thedifficulty of the game increases. The remaining number of enemycharacters 7 b in the current stage is indicated by a remaining enemynumber display E. The mobile terminal 100 can set the elapsed time aftera game play starts, the number of erased puzzles 6, the number ofacquired benefits, the number of defeated enemy characters 7 b, thedefeat of a predetermined enemy character 7 b or the like as onecondition to end a stage.

The higher the level, the more the mobile terminal 100 may increasepoints obtained when the puzzles 6 are erased. Similarly, the greaterthe number of erased puzzles 6, the more the mobile terminal 100 mayincrease the points, or the greater the number of characters 7 adisplayed on the puzzles 6, the more the mobile terminal 100 maydecrease the points. With this, the mobile terminal 100 can furtherincrease the interest and strategic characteristic of the game.

A display aspect of each character 7 a may be controlled according to amethod of erasing the puzzles 6. For example, the mobile terminal 100can determine and control at least one of the type of the characters 7 aand the number of characters 7 a according to the puzzles 6 selected bythe touch operation of the user and determined that the predeterminedconditions are satisfied (according to the method of erasing the puzzles6).

The mobile terminal 100 can limit the total number of characters 7 a onthe predetermined conditions. For example, the mobile terminal 100 mayprovide an upper limit of the total number of characters 7 a displayablefor a predetermined time (for example, within five minutes) or mayprovide an upper limit of the total number of characters 7 a displayablethrough one stage.

The mobile terminal 100 can limit the number of types of characters 7 aselectable on the predetermined conditions. For example, the mobileterminal 100 can limit the number of types of characters 7 a selectablein a certain stage to five. In this case, the user can designate thecharacter 7 a to be selectable during the play of the stage among usablecharacters 7 a before the play of the stage starts.

The user can provide a predetermined effect directly to the enemycharacter 7 b by erasing the puzzles 6. For example, when the usererases the puzzles 6 by a predetermined combination, it is possible toprovide an effect of suppressing the movement of the enemy character 7b, erasing the enemy character 7 b on the puzzle 6 along with the puzzle6 or the like to the enemy character 7 b.

Erasure of Rectangle of Puzzles

FIG. 3 is a schematic view illustrating a game screen D2 displayed whena predetermined number or more of puzzles 6 having the same color orpattern are arranged adjacent to one another vertically andhorizontally. As illustrated in FIG. 3, when a predetermined number (forexample, six) or more of puzzles 6 are arranged adjacent to one anothervertically and horizontally, and the puzzles 6 form a rectangle 2, themobile terminal 100 applies a predetermined effect (for example,blinking or the like) to display the puzzles 6. In this case, the usercan erase the puzzles 6 only by tapping the puzzles 6 (providing theending point 8 b on the input surface 41) without following the inputsurface 41.

When the cumulative points of the character 7 a currently selectedexceed a predetermined threshold value by the erasure, and the mobileterminal 100 displays the character 7 a on the puzzle 6, the mobileterminal 100 can make the character 7 a appear from a place (forexample, the center of the rectangle 2) where the puzzles 6 are erased.

When the rectangle determination unit 12 determines that the puzzleschanged in arrangement are further arranged to form the rectangle 2, thepuzzle change unit 15 further changes the arrangement of the puzzles 6.That is, the puzzles satisfying the conditions are erased one afteranother to link with the initial erasure. With this, the mobile terminal100 can give the user a sense of exhilaration such that the puzzles areerased at a time from the game screen.

The rectangle 2 illustrated in FIG. 3 is merely for convenience ofdescription. That is, the mobile terminal 100 may or not display therectangle 2 on an actual game screen.

Individuality of Character

The characters 7 a selectable by the user may have different parameters(hit point, attack power, defense power, attack range, movement speed,movement range and the like). As described above, the actions of thecharacters 7 a to the enemy character 7 b may be different. With this,the mobile terminal 100 can further increase the strategiccharacteristic of the game.

For example, the user selects a character 7 a which shoots an arrowtoward an enemy character 7 b who is dangerous when approached anddisplays the character 7 a at a position away from the enemy character 7b, whereby a strategy to attack from a distance is required.Alternatively, for an enemy character 7 b which has a high hit point andrequires a long time in tumbling, a strategy to make a character 7 ahaving high attack power attack while using a character 7 a, which stopsthe progress of the enemy character 7 b with a shield, is required.

In this way, since the mobile terminal 100 displays the character 7 aand the enemy character 7 b on the puzzles 6 in a superimposed mannersuch that a region where puzzles are displayed and a region where theprocess of battle between characters is provided are integrated, it ispossible to provide a highly interesting strategic game with puzzleslinked with the battle between characters.

The cumulative value of the points necessary to make the character 7 aappear may be different for each character 7 a. For example, thestronger the character 7 a, the greater the cumulative points may berequired. With this, the mobile terminal 100 can appropriately maintaingame balance.

Similarly, the enemy characters 7 b may have different parameters. Thetype of movable puzzles 6 may be different for each enemy character 7 b.For example, an enemy character 7 b drawn in blue is movable only on thepuzzles 6 drawn in blue. With this, since the mobile terminal 100 canmake enemy character 7 b rich in variation appear, it is possible toprovide a more highly interesting strategic game.

The character 7 a and the enemy character 7 b may have attributes orcorresponding items set as different parameters. For example, when theattribute of the character 7 a is “fire,” the user can attack when theenemy character 7 b is “wood”(or a hit point becomes higher), and cannotattack when the enemy character 7 b is “water” (or the hit point becomeslower). For example, when the character 7 a attacks the enemy character7 b, the weak item of the enemy character 7 b may be set such that thehit point of a “sword” becomes higher compared to when the correspondingitem of the character 7 a is an “arrow.” The user can confirm the weakitem of the enemy character 7 b, for example, by referring to detailedinformation of the enemy character 7 b. The detailed information of theenemy character 7 b may be displayed on the game screen before a battle,or the detailed information of each character during a battle may bedisplayed (may be displayed in the enemy character notification regionP, may be displayed if the enemy character 7 b appeared on the puzzles 6is tapped or the like).

Other Examples

In the foregoing example, although a configuration in which the userarbitrarily selects a character among a plurality of characters 7 adisplayed in the lower portion of the game screen and points are addedaccording to the number of erased puzzles 6 (regardless of the type ofthe puzzles 6) for the selected character 7 a has been described, theexample is not limited thereto. FIG. 6 is a schematic view illustratingan example of a game screen displayed on the display unit in the mobileterminal, and illustrates an example of a game screen on which eachcharacter is displayed on the gauge of the character.

For example, points may be added to the gauge G of each character 7 aaccording to an icon (item) shown in the puzzles 6 erased by the user.Specifically, as illustrated in FIG. 6, when the user erases the puzzles6 of an icon of a sword, points are added for a character 7 a 1 of asword (which slashes at the enemy character 7 b with the sword), and agauge G1 of the character 7 a 1 of the sword increases. When the usererases puzzles 6 of an icon of a shield, points may be added for acharacter 7 a 2 of a shield (which stops the progress of the enemycharacter 7 b), and a gauge G2 of the character 7 a 2 of the shield mayincrease. Although an example where points are added for the character 7a according to an icon shown in the puzzles 6 and the correspondinggauge G increases has been described, for example, the gauge G of thecharacter 7 a corresponding to the color of the puzzles may increaseaccording to the color of the puzzles 6.

With this, since the user needs to erase the puzzles 6 corresponding tothe character 7 a desired to generate, it is possible to provide a morehighly interesting strategic game with characters linked with puzzles.

On a game screen D3 of the mobile terminal 100, if the user erases thepuzzles 6, the cumulative points of the character 7 a corresponding toan icon shown in the erased puzzles 6 are accumulated in the gauge G. Ifthe gauge G is full (the cumulative points exceed a predeterminedthreshold value), the corresponding character 7 a is generated near thegauge G (for example, the ending point, the center, or the like on thegauge G).

As illustrated in FIG. 6, when there are four characters 7 a 1 to 7 a 4in the lower portion of the game screen D3 (before the play starts, theuser selects four characters 7 a among the usable characters 7 a), forexample, if the gauge G2 of the character 7 a 2 is full, the character 7a 2 is generated and appears on the gauge G2. The generated character 7a 2 starts to move upward on the game screen D3 from the generationposition while moving to the right and the left.

In this way, each character 7 a may be generated on each gauge G in thelower portion of the game screen D3 and may move upward on the gamescreen D3 from the generation position. With this, the user is requiredfor a strategy different from when the character 7 a currently selectedis displayed near a position corresponding to the end of the locusfollowed by the user, and it is possible to newly provide a highlyinteresting game.

As described above, a cumulative value of points required to generateeach character 7 a may be different for each character 7 a. The mobileterminal 100 can limit the total number of characters 7 a to begenerated. For example, when a given number of characters 7 a 3 arealready generated on the game screen D3, it is possible to correct pointaddition to the gauge G3 such that the character 7 a 3 is hardlygenerated even if the user erases the puzzles 6 corresponding to thecharacter 7 a 3.

The characters 7 a which are generated according to the puzzles 6 erasedby the user may be not only a character which has an icon shown in thepuzzles 6 as an item, but also a character (hereinafter, referred to as“friend character 7 a 4”) which is operated by another user other thanthe user. The friend character 7 a 4 can be a character which indicatesanother user who performs the game in another mobile terminal. In thiscase, the user can select the friendly character 7 a 4 among the usablecharacters 7 a before the play of each stage starts. With this, it ispossible to make a character indicating another user appear in the gameof the user and to allow the user to feel a sense of presence whileprogressing in the game with another user.

The puzzles 6 to be erased by the user may include a puzzle which canrecover a health point value HP of the character 7 a, which isperforming a battle with the enemy character 7 b. With this, since thepuzzles 6 are required to be erased while determining whether or not tomaintain the character 7 a which is performing a battle or to generate anew character 7 a along with the progress of the game, it is possible toprovide a more highly interesting strategic game.

Linked Erasure of Puzzles

The user erases the puzzles 6, and when the puzzles 6 are accumulatedand a predetermined number or more of puzzles 6 are erased, the mobileterminal 100 can automatically activate a predetermined effect.Specifically, as illustrated in FIG. 7, if the user erases the puzzles6, points are added to a fever gauge GF, and the fever gauge GFincreases. If the fever gauge GF is full (the cumulative points exceed apredetermined threshold value), a predetermined effect is automaticallyactivated.

As the predetermined effect, if the puzzles 6 satisfy a predeterminedcondition and are adjacent to one another, all of the adjacent puzzles 6are automatically erased. In the example illustrated in FIG. 7, thepredetermined condition is that a given number or more of puzzles 6 ofthe same icon are continuously adjacent to one another. In FIG. 7, fourpuzzles 6 a to 6 d are continuously vertical, four puzzles 6 e to 6 hare continuously horizontal, and these puzzles 6 a to 6 h are erased. Ifthe puzzles 6 a to 6 h are erased, the arrangement of other puzzles 6 ischanged by the puzzle change unit 15 (for example, other puzzles 6displayed in the upper portion of the screen from the puzzles 6 a to 6 hare sequentially moved down and arranged such that the positions atwhich the puzzles 6 a to 6 h are displayed are filled with other puzzles6). If a predetermined number or more puzzles 6 after the arrangement ischanged are further continuously adjacent to one another, all of theadjacent puzzles 6 are automatically erased, and the puzzle change unit15 further changes the arrangement of other puzzles 6. In this case,puzzles satisfying a condition are sequentially erased to link with theinitial erasure. With this, it is possible to allow the user to acquirepoints at a time and give the user a sense of exhilaration such that thepuzzles are erased at a time from the game screen.

If the link of the puzzle erasure occurs, various benefits are awardedto the user. The benefits are as follows: for example, (1) a parameterof a specific character 7 a among the selected characters 7 a changes tothe user's advantage (for example, hit point, attack power, defensepower, or movement speed increases, attack range or movement range iswidened or the like), (2) the hit point for a specific enemy character 7b increases (for example, the hit point becomes 20 times), (3) thespecified enemy character 7 b is easily shot, (4) a given damage can begiven to all enemy characters 7 b appearing on the game screen, (5) theattack power of the enemy character 7 b is weakened for a given periodof time (the enemy falls insensible, the enemy is poisoned or the like),and the user easily attacks the enemy character 7 b and the like. Inthis way, if the predetermined effect is activated, since variousbenefits are awarded to the user, the user is required for a strategy tosuccessively erase the puzzles 6 as long as possible to acquire pointssuch that the fever gauge GF is full or the like. Therefore, it ispossible to provide a highly interesting strategic game.

If the predetermined effect is activated, the mobile terminal 100 maychange the color of the puzzles 6 satisfying a predetermined conditionand are adjacent to one another, or may display the puzzles 6 withblinking or the like. While the predetermined effect is activated, thegame screen D4 may be changed in color as a whole (the color of thebackground may be changed or the like), or may be displayed withblinking.

If the fever gauge GF is full, before a predetermined effect isactivated, the puzzle change unit 15 may change the arrangement of thepuzzles 6 such that the chain of the erasure of the puzzles 6 occurs. InFIG. 7, although when a given number or more of puzzles 6 of the sameicon are adjacent to one another has been illustrated, for example, andwhen a given number or more of puzzles 6 of the same color are adjacentto one another, the puzzles may be erased.

Benefit According to Method of Erasing Puzzles

The mobile terminal 100 can award a benefit having a predeterminedeffect in the game to the user according to a touch operation to draw alocus 1 on the input surface 41. For example, when a locus 1 whichconnects a puzzle 6 in a lower portion of a game screen and a puzzle 6in an upper portion of the game screen in a straight line is drawn, themobile terminal 100 may increase the movement speed of a character 7 adisplayed on the puzzle 6.

Alternatively, when a locus 1 which connects a puzzle 6 on a left sideof a game screen and a puzzle 6 on a right side of the game screen in astraight line is drawn, the mobile terminal 100 may increase the attackpower of a character 7 a displayed on the puzzle 6.

The mobile terminal 100 may change the parameters of the character 7 aaccording to the color or pattern (attribute) of a plurality of erasedpuzzles 6. For example, when the erased puzzle 6 is red, the mobileterminal 100 may increase the attack power of the character 7 adisplayed on the puzzle 6.

Other Configurations

When the game ending condition (for example, the enemy character 7 breaches the lowest portion of the game screen) is about to be satisfied,the mobile terminal 100 can apply a predetermined effect to the gamescreen. For example, the mobile terminal 100 can display the game screenwith blinking With this, the mobile terminal 100 can make the userstrongly recognize that the game is about to be over and can trigger asense of crisis.

The mobile terminal 100 can arrange predetermined obstacles instead ofthe puzzles 6 or on the puzzles 6 in a superimposed manner. For example,the mobile terminal 100 can arrange a fence, a swamp, a pond, a mine,ice, and the like which obstruct the movement of the enemy character 7b.

In this case, for example, an enemy character 7 b having a flyingability can freely move on the puzzles 6 regardless of whether or notthe obstacles are arranged. An enemy character 7 b stepping into a swampmay be swallowed into the swamp and may disappear. An enemy character 7b practicing magic can freezes a swamp or a pond through which an enemycharacter 7 b having no flying ability is impassable, whereby the enemycharacter 7 b is passable through the swamp or the pond. When thecharacter 7 a or the enemy character 7 b moves on the frozen swamp orpond, the path may change randomly. The user may perform a touchoperation, thereby change the arrangement of the obstacles.

The obstacles may constitute the puzzles 6. For example, when the userfollows the input surface 41 to draw a locus 1 to connect a plurality ofswamps, the swamps can be erased. Alternatively, when a locus 1 is drawnto connect a plurality of fences, the fences can be changed to apowerful fence. A plurality of obstacles may be present at the samecoordinate. For example, the mobile terminal 100 may arrange a structuresuch as a bridge, over a swamp or may arrange a swamp under ice.

In this case, the puzzles and/or the characters are constituted byvarious variations, the mobile terminal 100 can provide a more highlyinteresting strategic game with puzzles linked with battle betweencharacters.

The mobile terminal 100 can provide an experience value to the character7 a according to the progress of the game. When a cumulative value ofthe experience value exceeds a predetermined threshold value, the levelof the character 7 a increases (the character 7 a grows). When the levelof the character 7 a is higher, the mobile terminal 100 can change theparameters (hit point, attack power, defense power, attack range,movement speed, movement range, and the like) of the character 7 a.

With this, the mobile terminal 100 can give the user the pleasure ofbringing up the character 7 a. Therefore, the mobile terminal 100 cangive the user a sense of immersion in the game.

Processing Executed by Mobile Terminal 100

FIG. 4 is a flowchart illustrating an example of processing executed bythe mobile terminal 100.

The input control unit 42 determines whether or not a locus 1 is inputon the input surface 41 (Step 1; hereinafter, “Step” is abbreviated as“S”). When it is determined that the locus 1 is input (YES in S1), theinput control unit 42 retrieves the locus 1 (S2). Next, the puzzledetermination unit 11 determines whether or not a plurality of puzzles 6selected by the locus 1 satisfies the predetermined conditions (S3,determination step), and when it is determined that the puzzles 6satisfy the predetermined conditions (YES in S3), the puzzle change unit15 erases (deletes) a plurality of puzzles 6 included in the locus 1 andchanges the arrangement of other puzzles 6 (S5).

The rectangle determination unit 12 determines whether or not apredetermined number or more of puzzles 6 are arranged to form arectangle (S4). When it is determined that the puzzles 6 are arranged toform a rectangle (YES in S4), the puzzle change unit 15 erases thepuzzles 6 included in the rectangle and changes the arrangement of otherpuzzles 6 different from the puzzles 6 (S5).

The point awarding unit 14 awards points according to the number ofpuzzles 6 erased by the puzzle change unit 15, or the like (S6), and thepoint determination unit 16 determines whether or not the cumulativevalue of the points exceeds a predetermined threshold value (S7). Whenthe cumulative value of the points exceeds the predetermined thresholdvalue (YES in S7), the display output unit 17 displays the character 7 acurrently selected by the user on the puzzle 6 (S8, display step). Thebenefit generation unit 13 can generate a benefit having a predeterminedeffect in the game according to the locus 1 (S9).

Example of Realization by Software

A control block (in particular, the control unit 10) of the mobileterminal 100 may be realized by a logic circuit (hardware) formed by anintegrated circuit (IC chip) or may be realized by software using acentral processing unit (CPU). In the latter case, the mobile terminal100 includes a CPU which executes a command of the game program assoftware to realize the respective functions, a read only memory (ROM)or a storage device (these are collectively referred to as “recordingmedium”) which records the game program and various kinds of data in acomputer (CPU)-readable state, a random access memory (RAM) on which thegame program is expanded and the like. A computer (or the CPU) reads thegame program from the recording medium and executes the game program. Asthe recording medium, “non-transitory medium,” for example, a tape, adisk, a card, a semiconductor memory, a programmable logic circuit, orthe like may be used. The game program may supply the game program tothe computer through an arbitrary transmittable transmission medium(communication network, broadcast wave, or the like). The game programmay be realized in the form of a data signal buried in a carrier inwhich the game program is implemented by electronic transmission.

Specifically, the game program can process the progress of a puzzle gameand a battle game and causes a computer (mobile terminal 100) to realizea determination function, a display function, a change function, anawarding function, a point determination function, and a generationfunction.

The determination function determines whether or not a puzzle selectedby a touch operation satisfies predetermined conditions. Thedetermination function can be realized by the determination unit 18(puzzle determination unit 11 and rectangle determination unit 12). Thedetails are as described above.

When it is determined by the determination function that thepredetermined conditions are satisfied, the display function displaysgame content for use in the battle game on a screen of the puzzle game.The display function can be realized by the display output unit 17. Thedetails are as described above.

When it is determined by the determination function that thepredetermined conditions are satisfied, the change function erases(deletes) the puzzle and changes the arrangement of other puzzlesdifferent from the puzzles. The change function can be realized by thepuzzle change unit 15. The details are as described above.

The awarding function awards points according to awarding conditionsincluding the number of puzzles satisfying the predetermined conditionsas one of the conditions. The awarding function can be realized by thepoint awarding unit 14. The details are as described above.

The point determination function determines whether or not a cumulativevalue of points awarded by the awarding function exceeds a predeterminedthreshold value. The point determination function can be realized by thepoint determination unit 16. The details are as described above.

The generation function generates a benefit having a predeterminedeffect in the game according to a touch operation to draw a locus on theinput surface. The generation function can be realized by the benefitgeneration unit 13. The details are as described above.

My programs, apparatus and methods are not limited to theabove-described examples, and may be altered by those skilled in the artwithin the scope of the appended claims. An example based on a propercombination of technical means disclosed in different examples isencompassed in the technical scope of this disclosure. New technicalfeatures can be formed by combining technical means disclosed in theexamples.

My programs, apparatus and methods can be widely applied to an arbitrarycomputer including an input surface capable of detecting a positiondesignated by a user's operation such as a smartphone, a tabletterminal, a mobile phone, or a personal computer.

The invention claimed is:
 1. A non-transitory computer-readable mediumthat stores a program thereon that, when executed on a computerincluding circuity and a touch panel display capable of detecting atouch operation of a user, causes the circuitry to: display, on thetouch panel display, a first region for displaying puzzle pieces and asecond region for displaying a game result; display a plurality of thepuzzle pieces in the first region; detect a locus of the touch operationon the touch panel display; identify a first set of puzzle pieces of theplurality of the puzzle pieces selected by the locus of the touchoperation; determine whether the first set of puzzle pieces satisfies afirst condition; responsive to the first set of puzzle pieces satisfyingthe first condition, display at least one game content on at least onepuzzle piece of the first set of puzzle pieces in the first region;responsive to detecting an end of the touch operation, erase the firstset of puzzle pieces and the at least one game content in the firstregion; and responsive to erasing the first set of puzzle pieces and theat least one game content, update the game result and display theupdated game result in the second region.
 2. The non-transitorycomputer-readable medium according to claim 1, wherein the program, whenexecuted on the computer, further causes the circuitry to: display oneor more obstacles which obstruct movement of the game content instead ofone or more of the plurality of the puzzle pieces or on one or more ofthe plurality of the puzzle pieces in a superimposed manner.
 3. Thenon-transitory computer-readable medium according to claim 1, whereinthe program, when executed on the computer, further causes the circuitryto: determine an end stage of the game depending on any of an elapsedtime after the game starts, a number of erased puzzle pieces and anumber of acquired benefits.
 4. The non-transitory computer-readablemedium according to claim 1, wherein the game result includes at leastone of: a score, an elapsed time, a number of erased puzzle pieces, anda number of acquired benefits.
 5. The non-transitory computer-readablemedium according to claim 1, wherein the at least one game content isdisplayed on the at least one puzzle piece in a superimposed manner. 6.The non-transitory computer-readable medium according to claim 1,wherein the program, when executed on the computer, further causes thecircuitry to: move remaining puzzle pieces of the plurality of thepuzzle pieces to fill positions at which the first set of puzzle pieceswere erased.
 7. A method of controlling an information processingapparatus including circuity and a touch panel display adapted to detecta touch operation of a user comprising, by the circuitry: displaying, onthe touch panel display, a first region for displaying puzzle pieces anda second region for displaying a game result; displaying a plurality ofthe puzzle pieces in the first region; detecting a locus of the touchoperation on the touch panel display; identifying a first set of puzzlepieces of the plurality of the puzzle pieces selected by the locus ofthe touch operation; determining whether the first set of puzzle piecessatisfies a first condition; responsive to the first set of puzzlepieces satisfying the first condition, displaying at least one gamecontent on at least one puzzle piece of the first set of puzzle piecesin the first region; responsive to detecting an end of the touchoperation, erasing the first set of puzzle pieces and the at least onegame content in the first region; and responsive to erasing the firstset of puzzle pieces and the at least one game content, updating thegame result and display the updated game result in the second region. 8.The method according to claim 7, further comprising: by the circuitry,displaying one or more obstacles which obstruct movement of the gamecontent instead of one or more of the plurality of the puzzle pieces oron one or more of the plurality of the puzzle pieces in a superimposedmanner.
 9. The method according to claim 7, wherein the game resultincludes at least one of: a score, an elapsed time, a number of erasedpuzzle pieces, and a number of acquired benefits.
 10. The methodaccording to claim 7, wherein the at least one game content is displayedon the at least one puzzle piece in a superimposed manner.
 11. Themethod according to claim 7, further comprising: by the circuitry,moving remaining puzzle pieces of the plurality of the puzzle pieces tofill positions at which the first set of puzzle pieces were erased. 12.An information processing apparatus which includes circuitry and a touchpanel display capable of detecting a touch operation of a user, thecircuitry being configured to: display, on the touch panel display, afirst region for displaying puzzle pieces and a second region fordisplaying a game result; display a plurality of the puzzle pieces inthe first region; detect a locus of the touch operation on the touchpanel display; identify a first set of puzzle pieces of the plurality ofthe puzzle pieces selected by the locus of the touch operation;determine whether the first set of puzzle pieces satisfies a firstcondition; responsive to the first set of puzzle pieces satisfying thefirst condition, display at least one game content on at least onepuzzle piece of the first set of puzzle pieces in the first region;responsive to detecting an end of the touch operation, erase the firstset of puzzle pieces and the at least one game content in the firstregion; and responsive to erasing the first set of puzzle pieces and theat least one game content, update the game result and display theupdated game result in the second region.
 13. The information processingapparatus according to claim 12, wherein the circuitry is furtherconfigured to: display one or more obstacles which obstruct movement ofthe game content instead of one or more of the plurality of the puzzlepieces or on one or more of the plurality of the puzzle pieces in asuperimposed manner.
 14. The information processing apparatus accordingto claim 12, wherein the game result includes at least one of: a score,an elapsed time, a number of erased puzzle pieces, and a number ofacquired benefits.
 15. The information processing apparatus according toclaim 12, wherein the at least one game content is displayed on the atleast one puzzle piece in a superimposed manner.
 16. The informationprocessing apparatus according to claim 12, the circuitry is furtherconfigured to: move remaining puzzle pieces of the plurality of thepuzzle pieces to fill positions at which the first set of puzzle pieceswere erased.